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    ITI 230ITI 230 -- HCIHCI04:547:230(01) (Index: 10636)

    Lecture #11Lecture #11

    Information DesignInformation Design

    Dr. Jacek Gwizdkahttp://www.scils.rutgers.edu/~jacekg/teaching/

    ITI 230 HCI Jacek Gwizdka 2

    Iterative Design ProcessIterative Design Process

    1. Identify user needs and establish requirements2. Develop alternative designs3. Build interactive prototypes each time more refined

    to evaluate them to communicate them to other people (managers, users)

    4. Evaluate the prototypes1. with Experts2. with Users3. involving no people

    5. Repeat the process (go to 2)

    ITI 230 HCI Jacek Gwizdka 3

    Requirements

    Future TrendsEnd!

    Evaluation w.experts

    Lo-Fi & Hi-FiPrototyping

    ConceptualDesign

    Week 5

    Week 7

    InfoDesign

    Week 11Week 4

    Week 8

    User Needs & Requirements

    Evaluationw. users

    ColorDesign

    Week 12

    Info Architecture

    Week 12

    Week 3

    Understanding users Human Cognition

    Week 14 & 15

    Evaluationw/o people

    Design

    EvaluatePrototype /Implement

    Iterative Design ProcessIterative Design Process

    Week 5

    Week 6&7

    ITI 230 HCI Jacek Gwizdka 4

    TodayToday ss OverviewOverview

    Information Design What is it? Information Design to support :

    information perceptionBertins visual attributesGestalt Principles

    information interpretation making sense of information in the current context

    ITI 230 HCI Jacek Gwizdka 5

    Information DesignInformation Design

    Definition: During Information Design objects andactions possible in system are created and arrangedto facilitate perception and understanding

    (Visual) Information Design includes: design of screens, web pages, menus, dialog boxes, icons, etc.

    ITI 230 HCI Jacek Gwizdka 6

    NormanNorman s Action Cycles Action Cycle

    Human action has two primary aspects Execution : doing something Evaluation : comparison of what happened to what was

    desired

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    ITI 230 HCI Jacek Gwizdka 7

    NormanNorman s Action Cycles Action Cycle (review)(review)

    Norman, 1986ITI 230 HCI Jacek Gwizdka 8

    NormanNorman s Action Cycles Action Cycle

    Evaluation has three stages:1. Perception

    2. Interpretation3. Making sense of information (evaluation of interpretations)

    Goals of Information Design, support:1. perception,2. interpretation,3. sense-making (understanding)

    ITI 230 HCI Jacek Gwizdka 9

    1.1. Perceiving InformationPerceiving Information

    Pixels, colors or tones are designers palette

    These elementary graphical elements are created andarranged to convey higher-level structures

    Goal: to guide users to see structure in informationdisplay

    ITI 230 HCI Jacek Gwizdka 10

    PerceptionPerception -- exampleexample

    Guiding users to see structure in information display

    (Tufte1983, 49: Source: Ho, Powell, and liley. Journal of Physical and Chemicalreference Data 3 , Supplement, 1, 1974, American Institute of Physics and NIST )

    ITI 230 HCI Jacek Gwizdka 11

    Visual Design to Aid Perception Visual Design to Aid Perception

    Elements of visual alphabet Visual variables & perception stylesBertin

    Organization and visual structure Principles of perceptual organizationGestalt principles

    ITI 230 HCI Jacek Gwizdka 12

    BertinBertin s Taxonomys Taxonomy

    Bertins taxonomy includes (Bertin 1981; 1983) seven visual (retinal) variables four perception styles

    Visual variables : shape, orientation, colour,texture, value, size & position All are perceived quickly and effortlessly across visual f ield

    Perception styles : associative, selective, ordered,& quantitative

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    ITI 230 HCI Jacek Gwizdka 13

    BertinBertin s Visual Variabless Visual Variables

    Illustration of

    visual variables(position not shown)

    ITI 230 HCI Jacek Gwizdka 14

    BertinBertin s Perception Styless Perception Styles Associative

    element can be immediately isolated as belonging to the same category visual variable is associative if it does not affect visibility of other

    dimensions of visual objects (it can be ignored with no effort)e.g. color is visible regardless of objects orientation

    Selective element can be grouped into a category differenced by this variable variable is selective if grouping is immediate and effortless

    Ordered allows each element to be grouped into an order of scale variable is ordered if ranking can be read without referring to key

    Quantitative each visual element can be compared to be greater or smaller than

    another element variable is quantitative if relative magnitude can be judged without

    referring to key or index

    ITI 230 HCI Jacek Gwizdka 15

    Visual Variables vs. Perception Styles Visual Variables vs. Perception Styles Visual variables vary in their aptness for the four

    perception styles

    X

    X X

    X X

    X

    XX

    X

    XX

    ITI 230 HCI Jacek Gwizdka 16

    Visual Variables vs. Perception Styles Visual Variables vs. Perception Styles-- ExamplesExamples

    Only shape does not support selective perception

    Only position and size are quantitative

    Colour is neither ordered not quantitative

    1x2x

    31

    2

    3 445

    6

    6 6

    68

    987 7

    12

    0

    02

    0

    331

    2

    3 44

    5

    6

    66

    68

    987 7

    12

    0

    02

    0

    3

    ITI 230 HCI Jacek Gwizdka 17

    CognitionCognition PerceptionPerception

    A picture is worth a thousand words

    Make information perceptually explicit information processing load is shifted from the users

    cognitive system to the perceptual system (Larkin & Simon, 1987)

    graphical representation can be more computationallyefficient than textual representation

    ITI 230 HCI Jacek Gwizdka 18

    Offloading Cognition exampleOffloading Cognition exampleWebTaskMail email interface (Gwizdka 2004)

    Graphical representation requires less effort Information equivalence Computational (mental effort) equivalence (Herb Simon)

    UI- Visual UI- Text

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    ITI 230 HCI Jacek Gwizdka 19

    Task vs. Visual RepresentationTask vs. Visual Representation Date information was found faster in UI-Visual

    Use graphical representation it requires less effort Information equivalence Computational (mental effort) equivalence(Herb Simon)

    2nd session: Effect of UI * Task on t ime

    00:00

    00:10

    00:20

    00:30

    00:40

    00:50

    Head er Date M ixe d Ta s k

    time sec

    UI TextUI Visual

    ITI 230 HCI Jacek Gwizdka 20

    Which representation is best?Which representation is best?

    It depends on the user task!

    What is the precisevalue of sysperformance?

    How does the current performancecompare to its peak? How has performance

    changed over time?

    Based on material prepared by RavinBalakrish nan for similarcourses at UofT. Used with the permission of the original author.

    System performance: processor and file system

    ITI 230 HCI Jacek Gwizdka 21

    Gestalt PrinciplesGestalt Principles

    German psychologists in 1920s introduced the concept of figure and ground in perception

    Gestalt principles of perceptual organization describeconfigural properties of visual information how individual bits of information are grouped together what elements will be seen as a coherent figure , and what elements will appear as background

    ITI 230 HCI Jacek Gwizdka 22

    Gestalt PrinciplesGestalt Principles

    A page of paragraphs, a grid of spreadsheet cells, a left-justified list of selections or parameters

    Continuity: there is a tendency to groupelements into continuous contours orrepeating patterns

    Window manipulation controls (e.g.,scroll bar, selection handles)

    Symmetry: there is a tendency to seesymmetric elements as part of the samefigures

    Icons on a workstation screen, pop-upmenu on top of a document display

    Area: there is a tendency to groupelements in a way that creates thesmallest possible figure

    Overlapping windows, menus, dialogboxes and other user interface controls

    Closure: there is a tendency to organizeelements into complete, closed figures

    Toolbar icons (proximity operates hereas well), data visualization

    Similarity: elements that share visualcharacteristics (shape, color, etc.) tend tobe seen as a group

    Words on a menu bar, columns in atabular display, text in a paragraph

    Proximity: elements near each othertend to be seen as a group

    User Interface ExamplesGestalt Principle

    Rosson & Carroll, 2002

    ITI 230 HCI Jacek Gwizdka 23

    Gestalt PrinciplesGestalt Principles Examples 1Examples 1

    Proximity

    Similarity

    ITI 230 HCI Jacek Gwizdka 24

    Gestalt PrinciplesGestalt Principles Examples 2Examples 2

    Closure

    Area (smallness)

    Symmetry

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    ITI 230 HCI Jacek Gwizdka 25

    Gestalt PrinciplesGestalt Principles Examples 3Examples 3

    Continuity

    ITI 230 HCI Jacek Gwizdka 26

    Principles @ Work Principles @ Work UIUI

    Dialog box used to set and preview page borders in Microsoft Word (example from Rosson& Carroll, 2002)

    ITI 230 HCI Jacek Gwizdka 27

    Principles @ Work Principles @ Work UIUI

    User should perceive immediate sense of organization and seeindividual control elements (Rosson & Carroll, 2002)

    TRADEOFF:Displaying all active task entities enhances understanding and feelings of control,BUT each display element adds to the complexity of the user interface design.

    SOLUTION: Decompose and link related informationFor example: Use tabs, Link dialogs (one dialog opens another)

    ITI 230 HCI Jacek Gwizdka 28

    Principles @ Work Principles @ Work UIUI

    Proximity and Similarity

    ITI 230 HCI Jacek Gwizdka 29

    Principles @ Work Principles @ Work UIUI Use contrasting visual features to create different groups

    TRADEOFF:Perceptual distinctions highlight and group user interface elements, BUT the moredistinctions a display uses, the less noticeable and useful any individual cue will be.

    SOLUTION: Limit the number of perceptual distinctions used at any one time.(also related to the previous solutiondecompose)

    ITI 230 HCI Jacek Gwizdka 30

    Principles @ Work Principles @ Work UIUI (Area) White Space

    (White space)

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    ITI 230 HCI Jacek Gwizdka 31

    Principles @ Work Principles @ Work UIUI Borders and bounding boxes provide further structural cues

    3

    2

    bad example from Jeff Johnson 2000, GUI Bloopers ITI 230 HCI Jacek Gwizdka 32

    Principles @ Work Principles @ Work UIUI Redundant coding - use of multiple perceptual cues Redundancy increases the speed and accuracy of perceptual

    processing

    ITI 230 HCI Jacek Gwizdka 33

    Principles @ Work Principles @ Work UIUI

    Use grid-based design

    Benefits : all elements are aligned and symmetrically balanced (vertical axis) regular and predictable information structure across all screens (pages)

    Aaron Marcus and Associates for Kaiser Permanente

    ITI 230 HCI Jacek Gwizdka 34

    Fonts and FormattingFonts and Formatting Dont use too many fonts, in terms of typeface and in size.

    The general practice: limit to 3 different type settings . Variable width fonts such as Times New Roman are easier to read thanfixed width fonts such as courier. STUDIES SHOW THAT TEXTIN ALL CAPS SLOWS READING BY 12% SO YOU SHOULD MIX CASE.

    Reading on-screen: sans-serif fonts are easier to read (e.g. Verdana ,Tahoma course slides, Arial )

    Specially design serif fonts are good too (e.g. Georgia course website)

    The same goes for justified text, so that issomething of which to beaware. Al so short

    justified lines are to beavoided, but that shouldbe common sense.

    Based on material prepared by Elaine Toms for similar courses atUofT. Used with the permission of the original author.

    ITI 230 HCI Jacek Gwizdka 35

    2.2. Interpreting InformationInterpreting Information

    Perception users see lines, rectangles, text strings Perceiving higher-level structure in information display (groups

    of objects) enables interpretation Interpretation associate meaning with display elements

    ITI 230 HCI Jacek Gwizdka 36

    Facilitating InterpretationFacilitating Interpretation

    Using familiar words and visual language Refining visual language

    Abstract images vs. realistic images

    Employing affordances

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    ITI 230 HCI Jacek Gwizdka 37

    FamiliarityFamiliarity

    Familiar words and visual language aids interpretation familiar terms are usually less distinctive and precise

    e.g. enter submit this data or come into this space

    TRADEOFF: A familiar vocabulary eases interpretation, BUT familiar terms are usually lessdistinctive and precise, and what is familiar for one person may not be familiar foranother.

    SOLUTION: Carefully select words and imagery. Be aware of individual and culturaldifferences.

    ITI 230 HCI Jacek Gwizdka 38

    Abstract vs. Realistic Images Abstract vs. Realistic Images

    Realistic images can be recognized accurately, but recognitionis more complex (and interpretation may be slower)

    Recognizing abstract images requires (some) learning, butrecognition process is simpler and faster

    TRADEOFF:People's recognition memory for realistic images is accurate and long-lasting, BUTrealistic images are often complex, and suggest instances rather than concepts.

    SOLUTION: (User task and technology dependent.) In most cases, abstract images(e.g. icons) will improve visual design. Interpretation of abstract images isenhanced when a set of icons is refined together.

    ITI 230 HCI Jacek Gwizdka 39

    Recognizing AffordancesRecognizing Affordances

    Affordances must be visible to aid interpretation More competition for screen space and more complexity

    TRADEOFF:Dynamic hiding of user interface controls that are not in use reduces complexityand simplifies the display, BUT also conceals the controls' affordances from usersand requires that users know that controls are available and how to activate them.

    SOLUTION: Use dynamic affordances.

    ITI 230 HCI Jacek Gwizdka 40

    3.3. Making Sense of InformationMaking Sense of Information

    Relating interpreted information to current task

    If users cannot make sense of info they may trydifferent interpretations

    ITI 230 HCI Jacek Gwizdka 41

    Making SenseMaking Sense -- ExampleExample

    Requirements to make sense of Minards visualization knowledge of maps in general (Eastern Europe and rivers in particular) knowledge of the Russian campaign (e.g., that many men were lost) only then appropriate understanding is possible:

    bands = travel paths plotted on abstracted mapsize of paths = size of marching army

    Minard's visualization of Napoleon's Russian campaign

    ITI 230 HCI Jacek Gwizdka 42

    Information IntegrationInformation Integration

    Making sense of information requires informationintegration

    User connects new information to: previously displayed information

    e.g. sequence of screens or web pages

    current goals and task users domain expertise users knowledge about world

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    ITI 230 HCI Jacek Gwizdka 43

    Facilitating Making SenseFacilitating Making Sense

    Consistency Visual metaphors Information models Dynamic displays

    ITI 230 HCI Jacek Gwizdka 44

    Consistency Consistency

    Consistent use of terminology and symbols e.g. use Move backward with Move forward, not Reverse

    Consistent use of visual vocabulary shapes, fonts, colors, character of icons

    Consistent layout e.g. OK/Cancel buttons are typically in bottom-right corner but some dialog boxes use other buttons

    Scope of consistency internal (within this program) external consistency (other applications)

    TRADEOFF:Consistent use of shapes, sizes, colors, and position sets up expectations that helpusers make sense of information, BUT in some cases consistency may actuallyimpair user performance or satisfaction.

    SOLUTION: Dont be afraid to break consistency when needed

    ITI 230 HCI Jacek Gwizdka 45

    MetaphorsMetaphors

    Consistency with external world Metaphors should balance

    consistency and familiarity withinconsistency and innovation

    Technology should enhancephysical world metaphorsshould not be taken too literally

    TRADEOFF: Visual metaphors leverage real-world knowledge of objects, BUT metaphors thatare very literal may introduce information that is irrelevant or misleading to a task.

    SOLUTION: Break metaphors when necessary

    ITI 230 HCI Jacek Gwizdka 46

    Information ModelInformation Model Set of concepts, relationships, representations developed to

    help make sense of large data sets

    Common Info Model - Hierarchy used to organize navigation through complex info spaces common use of hierarchies: library classification, menus, web sites appropriate decomposition (categorization) and use of familiar concepts

    at each level of hierarchy are criticalexamples of decomposition: Task-centric, Chronological, Spatial,Organizational, Alphabetical, Frequency of use

    breadth & depth: number of choices at each level and number of levels information architecture

    Information visualization visual features are used to code data attributes

    ITI 230 HCI Jacek Gwizdka 47

    Dynamic DisplaysDynamic Displays

    Computer displays can dynamically change content Restructuring, resizing, dynamic filtering, or

    animating can help to make sense of information

    Dynamic displays allow for exploration

    ITI 230 HCI Jacek Gwizdka 48

    Dynamic DisplaysDynamic Displays FishFish -- eye Viewseye Views Fish-eye view (Furnas 1986)

    overview with local detail (dynamic)

    Bederson, B.B. (May 2000)University of Maryland

    Inxight inc. table lens

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    ITI 230 HCI Jacek Gwizdka 49

    Dynamic DisplaysDynamic Displays HierarchiesHierarchies

    Cone Trees and Hyperbolic Lens

    Robertson / Mackinlay / Card Cone Trees: Animated 3D Visualizations of HierarchicalInformation. ProcACM CHI'91

    A hyperbolic browser (Inxight Tree Studio) used tovisualize Web pages from Barnes & Noble

    ITI 230 HCI Jacek Gwizdka 50

    ReducingReducing Amount Of Info Amount Of Info

    Infinite zoomZoomable UI (ZUI)

    Semantic filtering(not shown)

    Pad++: A Zoomable GraphicalSketchpad for Exploring AlternateInterface Physics Bedersonet alJournal of Visual Languages and Computing 7, 1996

    ITI 230 HCI Jacek Gwizdka 51

    SummarySummary Information Design is about creating and arranging

    display objects to facilitate perception, interpretationand understanding

    Norman's action cycle is a useful framework foranalysis of information design

    Bertins taxonomy and Gestalt principles of perceptual organization offer useful guidance inselecting and arranging elements of visual display

    The overall information model, how it maps to users'mental model of the task, and its consistencydetermine how well users will be able to integrate

    and make sense of their actions as they progressthrough a task ITI 230 HCI Jacek Gwizdka 52

    Next Week Next Week

    Color in Design